Dying or being incapacitated was easy (usually 1 shot in most places) so the only way you could really win was to coordinate very well. You'd be given a map and plan the movement sequences of each team through the level. When you gave a specified "gocode", that team would advance to the next checkpoint by running through a corridor or entering a defended room.
Then, you'd interleave the paths so that in larger rooms you'd have multiple teams enter simultaneously for maximum effect, because otherwise your team would usually get bottlenecked at the entry point and die.
Oftentimes, one of the teams would fall behind or die because of bad planning (or insufficient information while planning). But you'd have to keep going anyway, often with disastrous results. This taught you about failure modes and planning with redundancy.
It also taught you about winning the war before it happens. You never ever ever ran into a room guns ablaze. That's a good way to get your entire team killed, and probably the hostage that you're trying to save. Instead, you have one person open the door, another chuck in a flashbang and more to cover you while you get in through the bottleneck. In any reasonable amount of time it would take for your enemies to react, they'd be picked off already. And hopefully the other team did the same on the other side of the room. The whole thing took under 10 seconds. Not much left to chance or shooting ability.
I miss the old Rainbow Six. Obviously I don't shoot people for a living, but it was one of those games that actually taught you something.